Good charachter build for daggerfall?

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Maxrebo
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Good charachter build for daggerfall?

Post by Maxrebo »

I would usually use boilerplate but he has taken his account down so thats no longer an option unless you remember his builds details.
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Elliot
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Re: Good charachter build for daggerfall?

Post by Elliot »

Hmmm, there really isn't a good build, but here is mine:

Primaries: Long Blade, Destruction, Restoration
Majors: Thaumaturgy, Short Blade, Running
Minors: Climbing, Swimming, Archery, Streetwise, Medical, Alteration

Not really the best per se, but it does its job.

Also, remember that races don't matter because the game doesn't apply the racial bonuses (unless it has been fixed).
This work is an attempt to understand the time I live in.
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theJman
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Re: Good charachter build for daggerfall?

Post by theJman »

When creating a custom class,remember to turn everything up to 85.
Done?
now press the U key.
Have fun. :D
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Re: Good charachter build for daggerfall?

Post by Jeff0 »

Selecting the 'Critical Weakness to Magic' and several 'forbidden material/armor/weapon' disadvantages balanced by the advantages 'Magic Absorption:General' and '3x INT Increased Magery' results in a quick-levelling character that grows to become a lich-smashing, endless fountain of fireballs.

Warning: This combination creates a .3% chance per in-game day that Andel Crodo will rise from the mists of time to strangle you for being a munchkin.
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Re: Good charachter build for daggerfall?

Post by Jeff0 »

I can't send PMs. In reply to The Edgy Redguard's question, I'm the Jeff from`97-98 #Daggerfall and Andel's fashion page. I don't recall being banned from this website but I've had stranger experiences during fugue states. Once under the influence of an Ambien prescription I buttered my shoes.
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Re: Good charachter build for daggerfall?

Post by pilgrimz »

Elliot's build is good, but you don't need that many weapon skills. Archery is underpowered in Daggerfall, and Long Blade is by far the best (especially once you start getting the high-end longswords and katanas). Here's one I would suggest:
Primary: Long Blade, Dodge, Destruction
Major: Restoration, Alteration, Mysticism
Minor: Thaumaturgy, Medical, Mercantile, Climbing, Running, Jumping.

You don't even need Climbing and Running thanks to Levitate, and you don't need Swimming if you have a good Alteration (I usually create a combined Water Walking/Breathing spell). Mysticism is great to have for Open, you can eventually open any lock with a cheap Open spell. Mercantile isn't necessary and is incredibly easy to raise, you'll end up with tons of money, which is good if you want to do the Daedra quests.

The one advantage you absolutely must have is more magicka. There's no reason not to take 3xINT. I usually balance it out by taking Crit Weakness to Paralysis, Crit Weakness to Disease and Forbidden Weaponry Hand to Hand. I only got diseased 3 or 4 times in the entire game, and with a High Elf never got paralysed (since race attribute modifiers don't apply, might as well take the High Elf). You can take more advantages if you forbid yourself from specific materials (Orcish seems safe, by far the rarest material. Forbidden Leather and Chain Armor might also work, though it'll make the very beginning a bit tougher).
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